1. Defend the Find
Source: Mordheim Rulebook
Source: Mordheim Rulebook
Witch Hunters vs. Sisters of Sigmar. Two linked scenarios involving burgling the Sisters' Abbey.
Skirmish over a keep.
Guard or plunder a caravan of gold before it gets to the other side.
Your warband is peacefully making their way through the city to a Wyrdstone deposit when they are set upon be a rival warband. They have no choice but to fight their way through them to get to the Wyrdstone.
Source: Town Cryer #5
Source: Town Cryer #5
Source: Town Cryer #6
Sewers. Defender must escape from centre of sewer network.
Sneaky attackers must kill the leader of the startled defenders. Defenders' leader must escape from table.
Witch Hunters vs. Sisters of Sigmar. Two linked scenarios involving burgling the Sisters' Abbey.
Attackers blow up a mine using gunpowder rules from Archive Pestilens (shamefully not described in the magazine) amid some random zombie shenanigans.
Escort or rob a merchant's caravan train.
Similar to Surprise Attack.
Similar to Wizard's Mansion.
The good guys try to lead the mule train along a country road while the bad guys try to steal them.
Visibility reduced to 2D6". Warriors might get lost.
Source: Mordheim Rulebook
Attackers must get more men within 6" of a well than the defenders. Defenders must cause a rout test.
Protect the Merchant's son.
Set in a huge temple which burns to the ground during the battle. Defender's Heroes must carry three relics from the temple. Attackers must stop them.
A prisoner is being guarded within one of several tents. The attacker must find the prisoner by entering the correct tent and then escort him from the table.
Set in Mordheim’s Cemetery of Saint Voller. Graveyard battle with Undead warband, half is which is unavailable, as the defenders.
Town Cryer edit of "Now Keep Me Safe, You Hear!?"
An Empire In Flames scenario. Highest rated warband is lost & must be deployed spread out.
An Empire In Flames scenario. Defenders on horseback must protect a stagecoach from mounted attackers.
Attackers attempt to take the defenders’ camp. Plays as Defend The Find except the defenders have a number of advantages due to being on home turf.
One warband ambushes another as they make their way along the treacherous trade route.
One warband attempts to hunt down the other, a lawless band of brigands hiding out In the forest.
Half of the defending warband starts on or near a well-defended central tower (with special rules to reflect this).
Defenders must protect a boat & pull-rope style river ferry-crossing from sabotage. Attackers must sabotage it.
Defenders must protect Halfling Thief HS (featured In this issue) from attacking warband.
Four members of the defenders’ warband attempt to protect a tooled-up Warlock HS from the attackers plus an accompanying Witch Hunter Captain.
Attackers at the south side must smuggle some loot across a east-west flowing river at night and get 25% of their band off the north edge.
Some more devious gangs use the element of surprise as a safer alternative to a drawn out battle of attrition. These gangs are often smaller than their rivals and use the surprise to their advantage.
Source: Mordheim Rulebook
One warband is on the way back to their encampment with the wyrdstone they found in the ruins when suddenly they are surrounded.
The Magnificent Seven without the cowboy hats.
Attackers blow up a mine using gunpowder rules from Archive Pestilens (shamefully not described in the magazine) amid some random zombie shenanigans.
Attack on warband's camp. Defender in centre, attacker on edges.
Bad warband vs. townsfolk; Raid a village for loot & slaves.
Get a wagon train across the board using wagon rules from Wyrdstone Archive while your opponent tries to stop you.